Edit of asset "Horror Survival Game Project" Accepted

Old/Current New/Edit
Title Horror Survival Game Project
Description Horror Survival Game Project (HSG) (0.0.0.0)
First Person Sandbox Hybrid Voxel Survival Game Project.
Technology: Marching Cubes, Greedy Meshing, GDExtension.
Languages: GLSL Shader, GDScript, C++
Support: Windows 10, 11. (Vulkan, Directx 12)
Minimum requirement:
⠀CPU: CPU Intel(R) Core(TM) i5-7300HQ (3.50 GHz)
⠀GPU: NVIDIA GeForce GTX 1060 with Max-Q Design (1265 MHz)
⠀Storage: 1GB (285 MB before assets import trigger)

Author: BoQsc
Check the credits.txt file for license of each asset.
Project and code is under CC0 license.

To have a smoother playing: Press Play Button from the Godot
Project List instead of running from the opened project.

I have feeling that Godot Editor tries to add unnecessary things to
the runtime that might be producing performance spikes.
When you run from the Godot Editor (F6), it attaches the
Debugger, Remote Scene Tree, and Profiler. This significantly slows
down multithreaded generation.

Updating project: a simple HSG asset re-download and reinstall should be enough.

Versions of project redistribution.

________________With .godot folder________________________________
Project with precompiled shaders ready to play (No reimport)
https://github.com/BoQsc/gpu-marching-cubes/releases/tag/latest

________________No .godot folder__________________________________
Project source code without precompiled shaders. (Needs reimport)
After download of this project you have to trigger the assets
import to start playing, this is done by first-time opening/editing project.
https://github.com/BoQsc/Horror-Survival-Game-Project/archive/HEAD.zip
____________________________________________________________________


HSG is a Zombie Sandbox Survival game in a low poly style.

Procedural volumetric terrain.
The game features volumetric terrain instead of heightmaps.
If you have a 3D grid of density values (voxels)—where some
points are "solid" and some are "empty"—marching cubes is the
algorithm that "marches" through that grid and generates the
actual polygonal mesh (triangles) that your GPU can render.

Tags: Survival, Horror, Voxel, Procedural, Godot, Source Code, FPS, Zombie
Horror Survival Game Project (HSG) (0.0.0.0)
First Person Sandbox Hybrid Voxel Survival Game Project.
Technology: Marching Cubes, Greedy Meshing, GDExtension.
Languages: GLSL Shader, GDScript, C++
Support: Windows 10, 11. (Vulkan, Directx 12)
Minimum requirement:
⠀CPU: CPU Intel(R) Core(TM) i5-7300HQ (3.50 GHz)
⠀GPU: NVIDIA GeForce GTX 1060 with Max-Q Design (1265 MHz)
⠀Storage: 1GB (285 MB before assets import trigger)

Author: BoQsc
Year: 2026
Check the credits.txt file for license of each asset.
Project and code is under CC0 license.

To have a smoother playing: Press Play Button from the Godot
Project List instead of running from the opened project.

I have feeling that Godot Editor tries to add unnecessary things to
the runtime that might be producing performance spikes.
When you run from the Godot Editor (F6), it attaches the
Debugger, Remote Scene Tree, and Profiler. This significantly slows
down multithreaded generation.

Updating project: a simple HSG asset re-download and reinstall should be enough.

Versions of project redistribution.

________________With .godot folder________________________________
Project with precompiled shaders ready to play (No reimport)
https://github.com/BoQsc/gpu-marching-cubes/releases/download/latest/pre_imported_asset.zip

________________No .godot folder__________________________________
Project source code without precompiled shaders. (Needs reimport)
After download of this project you have to trigger the assets
import to start playing, this is done by first-time opening/editing project.
https://github.com/BoQsc/Horror-Survival-Game-Project/archive/HEAD.zip
____________________________________________________________________


HSG is a Zombie Sandbox Survival game in a low poly style.

Procedural volumetric terrain.
The game features volumetric terrain instead of heightmaps.
If you have a 3D grid of density values (voxels)—where some
points are "solid" and some are "empty"—marching cubes is the
algorithm that "marches" through that grid and generates the
actual polygonal mesh (triangles) that your GPU can render.

Tags: Survival, Horror, Voxel, Procedural, Godot, Source Code, FPS, Zombie
Category Projects
License CC0
Repository Provider Custom
Repository Url https://github.com/BoQsc/Horror-Survival-Game-Project/
Issues Url https://github.com/BoQsc/gpu-marching-cubes/issues
Godot version Godot 4.6
Version String 0.0.0.0
Download Commit https://github.com/BoQsc/gpu-marching-cubes/releases/download/latest/hsg-pre_imported_asset.zip
Download Url (Computed) https://github.com/BoQsc/gpu-marching-cubes/releases/download/latest/hsg-pre_imported_asset.zip
Icon Url https://upload.wikimedia.org/wikipedia/commons/thumb/c/c0/Biohazard_symbol.svg/960px-Biohazard_symbol.svg.png